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InsideQC Forums • View topic - Player can grab ledge, hoists up, move on non-horizontal one

Player can grab ledge, hoists up, move on non-horizontal one

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Player can grab ledge, hoists up, move on non-horizontal one

Postby daemonicky » Sat Apr 30, 2011 9:28 am

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Postby Baker » Sun May 01, 2011 7:14 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby behind_you » Mon May 02, 2011 6:50 am

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Postby Baker » Mon May 02, 2011 2:43 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby daemonicky » Wed May 04, 2011 2:06 pm

I think you can simulate hands by doing tracelines. So rock-climbing would be possible. And boxing probably too ... because tracelines would map to bones of real hands.

I wondered whether I can achieve doing something like combat in Dark Messiah Of Might And Magic http://www.youtube.com/watch?v=caB1jodPQPQ with tracelines. Quake axe is done just by one traceline.

...
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Postby taniwha » Sun Jun 12, 2011 1:41 am

Leave others their otherness.
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Postby taniwha » Sun Jun 12, 2011 2:23 am

Leave others their otherness.
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Postby daemonicky » Sun Jun 12, 2011 2:31 pm

Think, touch, movetype, solid, traceline ...
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Postby daemonicky » Sun Jun 12, 2011 2:50 pm

Think, touch, movetype, solid, traceline ...
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Postby taniwha » Sat Jun 18, 2011 3:47 am

First, I have to say that when I did try out your code, I was very impressed. Contrary to my expectations, it worked quite well and seemed fairly consistent. The FL_ONGROUND and grab-key suggestions came from actually trying things.

I couldn't see your pics (1x1 gifs), but I think I know to what problem you are referring: very thin ledges: quite right. I hadn't thought of that. While your idea of shooting up from the lower position (collision point) sounds good, it won't work in quake as the engine never blocks a trace going from solid to non-solid (it doesn't even get "all solid" right all the time).

However, obtaining the (lower) collision point, going half a quake unit beyond it, and doing a traceline from the upper point (same distance as the collision point plus a bit) should work: anything smaller than 1 quake unit is either a wedge or normally impossible.

[edit]I just realized that climbing slopes might be interesting. but making good use of the plane information returned from traceline might help.

I'll see if I can get some hacking done this weekend.
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Postby daemonicky » Sun Jun 19, 2011 11:22 am

Think, touch, movetype, solid, traceline ...
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Re: Player can grab ledge, hoists up, move on non-horizontal

Postby behind_you » Tue Jun 21, 2011 7:35 am

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Re: Player can grab ledge, hoists up, move on non-horizontal

Postby behind_you » Tue Jun 21, 2011 7:35 am

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Re: Player can grab ledge, hoists up, move on non-horizontal

Postby daemonicky » Tue Jun 21, 2011 9:50 am

Think, touch, movetype, solid, traceline ...
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Re: Player can grab ledge, hoists up, move on non-horizontal

Postby behind_you » Wed Jun 22, 2011 6:48 am

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